To install, just download modloader and SparrowAPI, add them into your jar file, run the game once to generate the folders, and then drop the Doggy Talents zip file into your mods folder.
Videos:
Spotlight by DireWolf:
French Mod Guide by Lopesraphy:
Portuguese Mod Guide by SyronGames:
PC installation guide:
Old Versions:
BELOW THIS ARE THE 1.2.5 COMPATIBLE VERSIONS
v222: RegularAdfly
Not good enough for you? Well then, here's a link to a bunch of epic 16x resolution textures that work well with the new model size options! Special thanks to Gilberreke for the textures!
CHANGELOG:
2.2.3: Fixed drowning bug, made dogs drop what they're carrying on their back when given a command, and added in a config option to reduce the frequency at which dogs will bark, if it gets on your nerves at all. 10 is default, anything higher won't do anything, 0 will disable their barking, panting and whining, but they'll still growl to warn you of creepers.
2.2.1: Added a small bit of code to accomodate an upcoming Simply Horses feature.
2.2.0: Ported to use Sparrow, Dogs will defend Villagers and anything classified by Sparrow as your friend Command beam no longer works on your pets or friends (as defined by sparrow), since you'd never want to kill them anyway, and dogs will auto-aggro anything classified via Sparrow as a hostile/predator (unless it's a pet/friend of yours).
???: Added the dire doggy, dire treat, a slew of bugfixes, made the food meter appear higher up when riding a dog, for easier reading, nerfed wolfmount.
2.0.2: Changed the super treat recipe to require gold apples instead of melons, since it's often extremely annoying to find mineshafts.
2.0.1: assorted bugfixes, message feedback whenever you issue an arrow key command, the option to make your dog obey other players, made the breeding bone recipe output 2 instead of 1, made puppies unable to learn skills, added the option in the config file to disable hunger, and a brand-spanking-new guide, which you should totally read and provide feedback on.
2.0.0: Added arrow key commands, configurable permadeath, optional extended childhood for puppies, made dogs tilt their heads and beg at more stuff, prevented doggydash from applying to chasing you while you have a breeding bone, moved DoggyTex and Command control to the naming GUI (old methods still exist just in case), made dogs properly make the death sound upon becoming incapacitated.
1.9.7: HunterDog and MagiMutt nerfed slightly, since they were kinda ridiculous. Level 5 PackPuppies also no longer auto-pick up drooled throw bones, so you can actually properly play fetch with them Also, dogs are made a bit more lively, I'll let you figure out what I mean by that on your own
1.9.6: Updated to 1.2.4
1.9.5: Auto-Aggro works.
1.9.4: Fixed config file, FINALLY.
1.9.3: Fixed PackPuppy item-destroying bug.
1.9.2: Fixed a display bug with the PackPuppy GUI.
1.9.1: Changed the food Bowl ID back to 200. Sorry about that, I did that as a test and forgot about it.
1.9.0: Updated to 1.2.3. The dogs have not changed at all, they still use the old AI, because the new one currently is buggy and has practical and aesthetic shortcomings. I may update to the new AI once it matures later though.
1.8.7: Fixed lag issues that sometimes cropped up with the food bowl, fixed some weird bugs with the sitting function of the command emblem, happy eater is now properly reset by collar shears, and food bowls now drop their contents when broken.
1.8.6: Dogs breed with Breeding Bones now, crafted with a master treat, cooked fish, cooked pork, cooked chicken, and cooked beef, in a shapeless recipe. This fixes the annoying buttscooting while attempting to train dogs.
1.8.5: Fixed a bug with my changes to happyeater.
1.8.3/4: Added the food bowl, finally fixed the throwbone bug, extended the elbow room from tool holding back to its original values, and made it so that dogs can be made to sit or stand up remotely by using the command emblem on them.
1.8.2: Dogs can now walk through doors! Yaaaaay!
1.8.1: Fixed DoggyDash and removed the derpadash bug again
1.8.0: Changed DoggyCharm to be crafted with 8 gold blocks and a master treat, since gold apples have been wtfnerfed. Added hunger requirements when riding, and small ones when they're sitting down or wandering, but also increased how long they can go without food, it's no longer faster at higher nourishment. Oh, and also, updated to 1.1 of course.
1.7.4: Fixed my accidental removal of the easter egg that happens when you feed a doggy a golden apple
1.7.3: New skill leveling system that no longer requires a massive number of items. Added PuppyEyes skill.
1.7.2: Added elbow room to tools, added mastery bonuses to all skills, nerfed the maximum level dogs can reach, simplified super and master treat recipes, added 4 new skills, made right clicking on a dog with a compass set the dog's "home" for use in the nether, made training treats only convert tamed dogs, made collar shears able to revert wild dogs back to tamed wolves for safe uninstalling, fixed dogs auto-aggroing following livestock, made dogs capable of eating mod-added wolf food, and much much more!
1.6.5: Puppies!
1.6.4: Dogs will auto-revive if given some time to rest, healing rate slightly nerfed, possibly fixed the problem with infighting while wandering when you're not online, made dogs shake off snow in snowy biomes rather than water, tightened wandering perimeter around the bed, added config file for item IDs.
1.6.3: Quick bugfix with the wandering behavior.
1.6.2: Added puppyhat, playing fetch, throwbones, droolbones, updated wandering behavior, and added BedFinder Skill!
1.6.0: Updated to 1.0.0, made the installation a billion times easier, and fixed shift-clicking with packpuppy.
1.5.92: Fixed mo' creatures spawning glitch. Dogs are now persistent no matter what mods do to the base classes.
*Small fix to 1.5.8 regarding following behavior with tools and the permadeath glitch while riding.
v1.5.8:
*DoggyDash now improves running speed of dog when it has a target.
*New skill system. No more chance, you expend skill points equal to the desired level of the skill with each stat-up. You gain more points by leveling up, and you level up by feeding your dog training treats, super treats, or master treats, depending on the level.
*2 new items, super treats and master treats. Super treats are crafted by surrounding a melon with training treats, and Master treats are crafted by surrounding a diamond with Super treats. These recipes each produce 8. The original training treat recipe now only produces 1.
GUIDE:
WHAT IS DOGGY TALENTS?
Ever since beta 1.4 introduced wolves to Minecraft, many players, myself included, have fallen in love with the little guys. However, even their biggest fans quickly realized that they were notoriously difficult to heal, incredibly fragile, and prone to jumping in lava. Thus most wolf owners found themselves keeping their pets indoors pretty much all of the time, serving as little more than living furniture since that was pretty much the only way they could be safe.
So when I finally learned how to mod Minecraft, I'm sure you can guess what feature of the game I felt most desperately needed tweaking.
This mod is intended for wolf fans everywhere. With it, you can make your beloved pet wolves more personalized, helpful and fun. You can name your dogs, change their textures, train them in 18 different skills, play fetch with them, and so much more. Furthermore, it edits no base classes, so anybody can download and install it easily no matter what other mods they use.
If you're interested in learning more, keep reading and I'll teach you everything you need to know about this mod!
GETTING STARTED
As I said, this edits no base classes, meaning this mod doesn't actually do anything to the vanilla wolves. Instead, I've put the features and changes in an entirely new Minecraft mob, the DTDoggy. You can easily turn a vanilla wolf into a dog by right-clicking on it with a training treat.
Besides that, you can also summon one by using a doggy charm. With this mod installed, you'll be given one of these (along with a command emblem) whenever you start a new world, but you can craft more of them later (though it's very expensive).
You can also breed dogs by giving two dogs breeding bones.
THE MAIN MENU
At first glance, your newly acquired/transformed dogs might seem quite similar to vanilla wolves. However, if you right-click on one with a stick, you'll be greeted by this screen:
This lists all of the skills your dog can learn. More on those later. If you click the "Settings" button in the bottom left corner, you'll be greeted with this screen:
Here you can assign various settings:
1: Set your dog's texture (doggytex)
2: Set the size of their muzzle, tail and legs
3: Name your dog
4: Choose whether or not your dog will listen to other people, in case you want to share your world or loan a dog for a while (Note: only the original player to tame this dog can change this setting)
5: Set your dog's attack setting, which determines how (and if) your dog picks things to attack:
*Auto-Aggro: If this is on ("Attacks Threats"), your dog will attack anything near it that is trying to hurt you. This will also cause them to leap to the defense of any other dogs that have come under attack directly.
*Command Beam: If this is on ("Obeys Command Beam"), your dog will attack anything you target with a command emblem. You can do this by right-clicking with it, which will fire a snowball-like projectile that doesn't do any damage, but marks whatever it hits as a target for nearby dogs. If it hits a dog, however, it will just make the dog sit/stand.
There are 4 attack settings you can cycle through, allowing you to have your dog respond to one, the other, neither, or both methods of targeting.
Docile: Doesn't attack
Tactical: Only attacks what you target with the command beam.
Aggressive: Auto-Aggros AND obeys the command beam.
Berserker: Auto-Aggros, ignores command beam.
If you want to go back to the skills screen, just click the "skills" button in the bottom left corner just like before. When you want to exit the menu and get back to the game, simply click the "Done" button at the bottom. If you named your dog, you should see that the name you chose now shows up above your dog's head, just like other players' usernames in multiplayer. If you get closer to your dog, you should also see a letter and number in parentheses (unless you turned off hunger in the config file). The letter represents your dog's current setting, which is usually its attack setting, though two others exist, which will be covered later. The number is your dog's current food level, covered in the CARE AND FEEDING section of the guide.
COMMANDS AND INTERACTION
Vanilla wolves can be told to sit with a right-click and fed by right-clicking on them with meat. Both of these right-click functions are still available to dogs (though feeding works a bit differently now; see CARE AND FEEDING for more details), but several more have been added. We've already gone over how right-clicking with a stick accesses a dog's main menu. In addition:
Right click while holding control (by default; see THE CONFIG FILE for more details) to access your dog's inventory screen. If your dog has any levels in the PackPuppy skill (see TRAINING YOUR DOG), you should see some inventory slots available.
Right click with a bone to make your dog sit on top of your head. Just make sure there's room above you or your dog could get hurt! To get your dog off of your head, simply right-click again with a bone.
Sleep in a bed (currently doesn't work if you have Somnia installed) to make any dogs in loaded chunks recognize that spot as their home.
Alternatively, you can right click with a compass in hand to set your dog's home to their current location.
Right click with an arrow to set your dog in wandering mode. Wandering dogs will have a (W) above their heads instead of their attack setting. Just like sitting dogs, wandering dogs will not teleport to you or follow you around. Unlike sitting dogs however, they're still free to wander around. They prefer to wander in an area 30 blocks around their food bowl (the last one they've walked over), but this is not 100% reliable, so it's still recommended for you to set up a playpen for your dogs to ensure they don't get lost.
Right click a tamed dog with collar shears to release your dog. Your dog will become wild, but will not get angry when hit, and can be re-tamed with bones. If you re-tame the dog, you'll notice that its skills have been reset, but it still has its level (see TRAINING YOUR DOG). Alternatively, if you wait a few seconds and then right-click on the dog with collar shears AGAIN while it's wild, it will turn back into a tamed vanilla wolf under your control. You cannot do this with dogs that belong to somebody else, even if they've been set to obey you.
You can also use the arrow keys (see THE CONFIG FILE for how to change it to other keys) to issue commands to your dogs within 20 blocks of you:
*Come: up arrow, causes your dogs to stand, exit wandering mode, and cancel any attacks they were in the middle of doing.
*Stay: down arrow, causes your dogs to sit, exit wandering mode, and cancel any attacks they were in the middle of doing.
*Okay: left arrow, makes your dogs stand up and enter wandering mode.
*Heel: right arrow, makes any dogs that aren't sitting or wandering instantly teleport right next to you and sit down.
CARE AND FEEDING
Taking care of your dogs is quite a bit different from taking care of your wolves, and this section will cover what you need to know about your pets now:
Hunger System:
First off, dogs use a hunger system, just like the player. When fed, your dogs will regain health over time (though they will heal significantly faster if they're sitting), but if their food level drops to 0, your dog will gradually take starvation damage. When you feed your dog, instead of instantly regaining health, it will gain nourishment points, or NP. The maximum NP a dog can have is 120, and your dog will gradually lose NP over time. While sitting/wandering, dogs lose 1 NP every 30 seconds, meaning 120 NP will last them an hour. While following you, dogs lose 1 NP every 15 seconds, so 120 NP will last 30 minutes. If you have far too many dogs to be able to feed all of them, or just don't feel like micromanaging your pets, you can also turn hunger off (see THE CONFIG FILE for details).
By default, your dogs can eat beef, chicken and pork, cooked or raw, and they restore 40 NP. If mods add any food items classified as edible by wolves, they can eat these too, for 30 NP. Your dogs need the HappyEater skill to eat rotten flesh or fish, but if they have the proper levels, these will restore 30 NP as well.
You don't have to feed your dogs by hand, however; you can also set up a food bowl so the dogs will feed themselves when they get below 60 NP. To do this, first craft a food bowl and place it on the ground. Next, put food in it, either by dropping food on top of it or by accessing the bowl's inventory with a right-click. Finally, get your dogs to walk over the food bowl so they will recognize it, and set them to wandering mode. If you don't have a playpen set up for your dogs to wander in, you can also just have your dogs sit on a food bowl and they'll eat from it.
Incapacitation:
Dogs can't die. As long as it has been tamed, no amount of damage will ever actually kill a dog (you can change this though; see THE CONFIG FILE). They can, however, become incapacitated, which prevents your dog from using most of their skills or attacking. If a dog is incapacitated, an (I) will appear over its head instead of its attack setting. You can revive your dog by letting it rest for a while (make sure it's well fed), using a healing potion on it, or feeding it cake.
Breeding:
As mentioned earlier, if you give two dogs breeding bones, they will have a puppy. By default (see THE CONFIG FILE), puppies will take 10 days to grow up instead of just one. They're also born wild, so you'll need to tame them with bones before you can do anything with them.
BEHAVIOR AND FUN STUFF
Dogs are also more lively than vanilla wolves. While the 1.2 update made wolves much better at pathfinding, it also made them much more stiff and robotic, to the point of being somewhat creepy. As such, dogs don't use the new AI, relying instead on the pre-1.2 AI system. While this means they won't be as good at pathfinding as vanilla wolves, they're smarter in other ways, and have plenty more endearing quirks that make them more fun to keep as pets. Behavioral changes are as follows:
*Dogs will keep their distance from you (5 to 10 blocks) when you're holding a sword or tool. This is to give you some space while mining, or elbow room while fighting.
*Dogs will wag their tails when they haven't seen you in a while, or when you're holding something they like (a treat, food, etc.), or occasionally just at random.
*You can play fetch with your dogs by crafting a throwbone and right-clicking to throw it. Any dogs that are following you will chase after it. One of them will grab it and bring it back to you. It'll be a bit slobbery when they bring it back, but you can clean it by putting it in your crafting window.
*Dogs will shake snow off of themselves instead of water when they've been out in the snow.
*Dogs will teleport to a space 3 blocks to the northeast, southeast, northwest, or southwest of you, instead of always right next to you in the same direction. This will prevent them from teleporting in your path at inconvenient times, while still letting you see them teleport.
*Dogs won't teleport into lava or fire, though they can teleport into water.
TRAINING YOUR DOG
On to the core of the mod, and the mod's namesake: the Doggy Talents. There are 18 different talents available to your dogs, and you can train them in any of them by going to the dog's menu and clicking on the + button to the right of the skill. This will raise your dog's level in that skill by 1, but this costs points. Every time you raise a skill by one level, you use up points equal to the new level. Raising it to level 1 would cost 1 point, then 2 to bring it up to level 2, and so on, meaning that maxing out a skill by bringing it to level 5 would cost 15 points.
Your dog starts off with 15 points, but you can get more by feeding your dog some treats. Every time you feed your dog a treat, it gains a level, up to level 60. In addition to granting more skill points, Increasing your dog's level will increase its base attack power and max HP. There are 3 tiers of treats, and higher tiers are required to bring your dog to higher levels:
Training Treats: the most basic treat, and can't raise your dog's level past 20.
Super Treats: the middle-tier treat, can increase your dog's level up to 40.
Master Treats: the ultimate treat, can increase your dog's level all the way up to 60.
At level 60, your dog will have 75 points to spend, which is enough to max out 5 skills. Since levels get increasingly more expensive, you may prefer to, say, bring 3 skills up to level 4 instead of 2 to level 5. However, getting a skill to level 5 grants your dog a special mastery ability.
Also, there is now a way to upgrade your dog even further, to a Dire Doggy! To do this, you'll need some Dire Treats, the most powerful and expensive treats of them all. However, if you get your dog up to level D30 (the 30th level attained from a dire treat), they will become a Dire Doggy, which gains the following benefits:
*15 free skill points
*nourishment depletes at half speed while following you (so it's the same as wandering/sitting), and also half as fast while riding it. It also goes faster while riding it.
*Even if permadeath for dogs is turned on, this dog cannot be killed.
*Enderitch particle effects
*Slightly faster movement speed while attacking
The skills are as follows:
BlackPelt: Improves critical hit rate, which increases damage by 50%.
GuardDog: Increases the chance that your dog will completely block a physical attack.
HunterDog: Every level grants a 10% chance to make anything your dog kills drop its loot twice. Level 5 grants an extra 10%, bringing it up to a 60% chance.
HellHound: Lets your dog set things on fire with its attacks. The higher the level, the longer the fire lasts. Mastering this skill grants your dog immunity to all fire damage.
PackPuppy: Each level gives your dog 3 inventory slots in its PackPuppy GUI (see COMMANDS AND INTERACTION). At level 5, your dog will also automatically pick up any nearby items if it has space in its inventory. It will not, however, pick up throwbones or drooled throwbones, since that would get in the way of playing fetch.
PillowPaw: Every level lets your dog fall 3 more blocks before it starts taking damage. Mastering this skill makes your dog completely immune to fall damage, and also capable of floating/gliding when it jumps.
ShepherDog: Put some wheat in your hand, and any trained ShepherDogs will immediately rustle up some nearby livestock and carry them for you, making it easier to transport livestock long distances. This is quite tiring though, and costs a lot of nourishment (the cost is reduced with higher levels in the skill). To have your dog drop the animal, simply right-click on the dog.
CreeperSweeper: A dog with this skill can smell creepers in the area, and if your dog isn't sitting, it will growl to warn you. The range at which your dog can detect creepers increases by 6 blocks per level, and mastering this skill will make your dog capable of attacking creepers. Your dog will reset the creeper's detonation timer with each attack.
DoggyDash: Increases your dog's movement speed while chasing a target. Every level grants a 12% increase, and mastering it grants an additional 15% increase.
FisherDog: Whenever your dog enters the water, it may catch a fish, which it will give to you when it shakes itself dry. The chance of catching a fish increases with level, and any points in HellHound may cause the fish to be pre-cooked. Mastering this skill lets your dog breathe underwater.
HappyEater: Increases the NP your dog gets from food items by 10% per level. In addition, level 3 lets your dog eat rotten flesh, and level 5 lets your dog eat fish.
BedFinder: While a dog with this skill is on your head, it will look in the direction of your home (see COMMANDS AND INTERACTION for how to set your home and how to put your dog on your head). The range at which it can do this is equal to 200 blocks per level, but becomes infinite at level 5.
PestFighter: Inflicts 1 point of damage on all nearby silverfish at random. Increasing the skill level increases the range by 3 blocks, and mastering the skill doubles the damage.
PoisonFang: Your dog's attacks will poison their target, and the poison's duration increases with level. At level 3 your dog becomes immune to poison, and mastering this skill allows you to cleanse yourself of all potion effects, including poison, by right-clicking on your dog with a spider eye, at the cost of 30 NP.
QuickHealer: Improves the rate at which your dog heals without needing to rest. Max this out and your dog will be able to heal 50% faster by sitting.
RescueDog: If you're at critical health and a dog with this skill is following you, it will attempt to heal you half a heart per level in this skill, at the cost of 100 NP. Mastering this skill reduces the cost to 80 NP.
PuppyEyes: This skill will cause your dog to warm the heart of any villager, prompting the villager to give you presents! Higher levels in the skill increase the quality of the random gifts. This can only be done once every two Minecraft days. Mastering the skill allows you to do this once every SINGLE Minecraft day.
WolfMount: Teaching this skill to your dog will let you ride it by right-clicking on it while jumping. Your dog's abilities while you are riding it are determined by a couple other skills:
*WolfMount slightly increases speed and slightly increases jump height
*PillowPaw increases jump height, and the gliding effect of mastering it still applies
*DoggyDash increases speed
*Unless your dog has mastered the FisherDog skill, it won't be able to swim while you're riding it
*If you have mastered HellHound, your dog will make you immune to fire damage as well.
A few other things to keep in mind:
*Dogs can automatically climb up heights of one block as if they were stairs, for smoother travel.
*Riding your dog drains its food level rather quickly (unless hunger is off, see THE CONFIG FILE), at a rate of 1 NP every 5 seconds.
*It's not as fast as, say, a horse, but it's far more nimble and agile, capable of maneuvering through trees and over mountains with ease!
THE RECIPES
Training Treat:
Super Treat:
Master Treat:
Dire Treat:
Breeding Bone:
Command Emblem:
Collar Shears:
Doggy Charm:
Throw Bone:
Dog Food Bowl:
THE CONFIG FILE
The config file, accessed in the config folder of your minecraft folder, can be modified to change certain aspects of the game. Be sure to change the BOTTOM values, not the ones on top that have #s at the left of every line. The values in the config file can be divided into 3 main types:
IDs:
Anything ending in "ID" is an item/block ID number, and these can be changed if there's a conflict with another mod's items/blocks.
Keys:
These are a bit trickier; basically, these numbers determine which keys are used for various actions. To find out which number corresponds to which key, I recommend looking at this handy link.
*ComeKey: Determines which key issues the "Come!" command. Default is UP.
*StayKey: Determines which key issues the "Stay!" command. Default is DOWN.
*OkayKey: Determines which key issues the "Okay!" command. Default is LEFT.
*HeelKey: Determines which key issues the "Heel!" command. Default is RIGHT.
*PackKey: Determines which key you need to hold down while right-clicking to access your dog's inventory. Default is LEFT CONTROL.
Settings:
Finally, the settings. These let you toggle certain features of the mod by setting them to true or false.
*AllowPermaDeath: If false, dogs become incapacitated instead of dying. Default is false.
*TenDayPuppies: If true, puppies take 10 Minecraft days to grow up instead of 1. Default is true.
*IsHungerOn: If false, dogs won't lose NP over time, and their food level/command setting will not display above their names. They will still lose NP from using certain skills that cost NP to use (besides WolfMount). Default is true.
FAQs
Q: My dog isn't attacking anything!
A: Your dog is probably set to docile mode, this can be changed via the dog's menu.
Q: Right clicking with an item in hand doesn't do what you say it should.
A: For various reasons, certain right-click actions require your dog to be at full health. Let your dog heal up and try again.
Q: My dogs aren't listening to me.
A: Dogs, like wolves, recognize their owner via username, and therefore won't recognize you if you tamed them online but are now playing offline, or vice versa. If you want your dogs to obey you online and off, right-click on them with a sign.
Q: I have downloaded your mod, converted my wolves to dogs, and now, for some of many possible reasons, want to uninstall it. Will I lose my wolves?
A: If you keep them as dogs when you uninstall the mod, yes you will. However, as I detail in the COMMANDS AND INTERACTION section of the guide, you can use collar shears a second time to turn your wild dogs into tamed vanilla wolves again. I added that in as a contingency plan for exactly this kind of situation.
Q: My dog isn't doing anything and whines a lot.
A: Your dog is almost certainly incapacitated. Feed it cake, use a splash healing potion, or let it rest to get it back to normal.
Q: I'm having an issue with the mod, but it's not covered here.
A: You might have discovered a new bug. Re-read the guide first to make sure you haven't missed anything, and then post this issue you're having in this thread.
That's all you need to know about Doggy Talents! Now go out there and have fun with man's best friend!
This mod no longer edits any base classes, so it should be compatible with absolutely everything. If this is not the case, please alert me immediately, and I'll add it to the list of incompatible mods below:
INCOMPATIBLE MODS:
none that I know of. However, since the update to v1.2.3, I've had to start using an incredibly hacky method to access a private variable in the entityliving class (basically, game says my dogs can't see it, I make them see it anyway using indirect methods), and it's possible that mods that edit entityliving improperly will cause that method to instantly crash the game. Modders can avoid this by adding their new variables to the END of the variable list rather than in the middle or beginning, so they're still in the same order, which is a good idea regardless.
Sparrow CustomStringAndResponse:
This mod currently uses one Sparrow string for customStringAndResponse. If you have "DTtargetmod" cause it to return "no", dogs won't attack this entity under any circumstances, and if you have it return "yes", it will attack it on sight, no matter what.
SPECIAL THANKS:
*Azathoth for the packpuppy gui
*MetroidFood for the naming gui, which I modified to display skills as well
*ZuesKin for the Training Treat and Emblem graphics!
*Crimson Wolf for the Collar Shears, Doggy Charm, Super Treat and Master Treat graphics!
*Sothe Coslinde for the Dog Food Bowl and Breeding Bone Graphics!
*FlowerChild for his highly useful advice on various aspects of coding. The 1.2.3 port might not have been possible without him.
*Direwolf20 for his excellent mod spotlight, as well as the great feedback and suggestions he has provided
*Jeff9219 for the Dire Treat texture!
*Lil' Avii for her advice and input, and her assistance in making Sparrow!
*Gilberreke for the awesome doggytex pack!
*Purpleebchan for her lovely signature and LP
Sounds useful, but I think i'll wait for more features to use it. Just an idea maybe another doggy class could be a fetcher- it would grab blocks that you harvest but can't reach.
Sounds useful, but I think i'll wait for more features to use it. Just an idea maybe another doggy class could be a fetcher- it would grab blocks that you harvest but can't reach.
Thanks for the input! A fetcher class... Hm... That sounds useful, but I'm having trouble thinking of how you'd command it to grab a particular block, purely from a controls perspective. I'll consider it though!
make it so wolfs might automatically go kill stuff and bring back the drops to you. so you can just set the dogs on hunt and release them, and than go and than make a whistle command that will bring them back. that would be cool.
make it so wolfs might automatically go kill stuff and bring back the drops to you. so you can just set the dogs on hunt and release them, and than go and than make a whistle command that will bring them back. that would be cool.
Already planned! :smile.gif: It's gonna be called the Sic puppy, and it'll hunt on its own when you give it a bone (all special abilities will be activated with bones), and will stop when you have it sit again.
If this mod ends up becoming what you said you want it to be with all the different class then it could be really cool, I think I'll hold off the download until you add a few more useful features though.
This mod has a few good uses now, but i feel that this mod has very much potential. Keep it up and im almost sure this will become great mod. for the concept.
Rollback Post to RevisionRollBack
95% of teens would scream if Justin Beiber was about to jump of the top of the Empire State Building. If you are in the 5% that would grab a seat and some popcorn and yell JUMP! JUMP! JUMP! post this into your sig.
It seems I can do much more with this mod than I originally hoped for! At first I thought that each dog would only be able to learn one set of skills, but since tamed, angry, and sitting are booleans that can be turned on and off, I can make similar boolean skills, allowing for dogs to learn multiple tricks, once I learn how to store more bytes for booleans in dogs. There'll be a limit on how many tricks a dog can learn, but I'll try to make them all compatible with eachother, for plenty of combinations!
Currently planned skills:
Ookamikaze: Will explode (not hurting itself or you) when fed gunpowder.
BlackPelt: Improved damage and defense.
Mount: Can be ridden, granting you drastically increased speed and jump height, immunity to fall damage, and the ability to climb up full blocks as if they were half-steps.
PuppySnipe: Will target non-creepers you attack with arrows.
Watchdog: Howls when a creeper is nearby, will "point" (the SMP standing/sitting glitch) in the direction of the creeper when told to sit.
Hunter: If given no other orders, this wolf will auto-aggro on livestock when you're holding a stick.
Fetch: If given no other orders, this wolf will collect nearby drops while you're holding a stick, then drop them within your collection range if it's carrying anything. This takes priority over hunter, so that a wolf will kill an animal, bring you the spoils, then get back to killing.
If you have any other suggestions, please let me know!
you could make him catch sticks!
you drop sticks with the Q key, the wolf goes after it, catch, and releases at your feet... what do you think?
maybe you could also make you trow sticks longer, so it will be more fun...
Maybe you could make they to be able to ride... maybe you could make a "wolf sight", I mean.. everytime the wolf "senses" an enemy, it will bark to alert you, you could make this sense at medium range, IDK... just some ideas... =) hope you like it X)
you could make him catch sticks!
you drop sticks with the Q key, the wolf goes after it, catch, and releases at your feet... what do you think?
maybe you could also make you trow sticks longer, so it will be more fun...
Maybe you could make they to be able to ride... maybe you could make a "wolf sight", I mean.. everytime the wolf "senses" an enemy, it will bark to alert you, you could make this sense at medium range, IDK... just some ideas... =) hope you like it X)
I have wolf mount and "creeper watchdog" planned, but playing fetch doesn't seem worth using a skill slot on. However, I'd be happy to try and make that a new feature that all dogs can do, just for giggles... But the skill system comes first.
So the wolves will kill all of my tame farm animals (I've got babyanimals mod)?
This is exactly what I was afraid would be a consequence if I didn't put a control on there. That's obviously an unfortunate possibility, and "just don't take a stick out" doesn't seem to cut it as a solution. I'll work on making an exception to baby animals when I get to that part.
The aspect that i REALLY did like though, was the Watchdog, maybe you could add a .config file so that you can turn on/off certain features of the mod (once released ofc.) so that i won't have some kind of indestructable, forever living wolf :smile.gif:?
Well, if you don't like certain skills, you can just not teach them to it. Each skill has to be taught, and it won't exactly be the easiest thing in the world to do this for each case.
NOTE: THIS NOW REQUIRES SPARROW API, which can be found here:
http://www.minecraft...arrow-api-v100/
~pic by CrimsonWolf
Downloads: Regular Adfly
To install, just download modloader and SparrowAPI, add them into your jar file, run the game once to generate the folders, and then drop the Doggy Talents zip file into your mods folder.
Videos:
Spotlight by DireWolf:
French Mod Guide by Lopesraphy:
Portuguese Mod Guide by SyronGames:
PC installation guide:
Old Versions:
BELOW THIS ARE THE 1.2.5 COMPATIBLE VERSIONS
v222: Regular Adfly
v221: Regular Adfly
v220: Regular Adfly
v210: Regular Adfly
v201: Regular Adfly
v200: Regular Adfly
BELOW THIS ARE THE 1.2.4 COMPATIBLE VERSIONS
v197: Regular Adfly
v196: Regular Adfly
BELOW THIS ARE THE 1.2.3 COMPATIBLE VERSIONS
v195: Regular
Adfly
v194:
Regular
Adfly
1.9.2:
Regular
Adfly
1.9.1:
Regular
Adfly
1.9.0:
Regular
Adfly
BELOW THIS ARE THE 1.1 COMPATIBLE VERSIONS
1.8.7:
Downloads:
Regular Link: Click here to download Doggy Talents!
Adfly Link: Click Here To Download Doggy Talents While Paying Me With Somebody Else's Money!
1.8.6:
Regular
Adfly
BELOW THIS ARE THE 1.0.0 COMPATIBLE VERSIONS
Version 1.7.4:
http://dl.dropbox.co...lents%20174.zip
Version 1.7.2:
Regular Link: Click here To Download Doggy Talents!
Adcraft Link: Click Here To Download Doggy Talents While Paying Me With Somebody Else's Money!
Version 1.6.5: RegularAdcraft
Version 1.6.3: RegularAdfly
DOWNLOAD v1.6.0 HERE!
BELOW THIS ARE 1.8.1 COMPATIBLE VERSIONS
DOWNLOADv1.5.92 HERE!
DOWNLOAD v1.5.91 HERE!
DOWNLOAD V1.5.9 HERE!
DOWNLOAD v1.5.8 HERE!
DOWNLOAD v1.5.7 HERE!
DOWNLOAD v1.5.6 HERE!
DOWNLOAD v0.5.5 HERE!
DOWNLOAD v0.5.4 HERE!
DOWNLOAD v0.5.3 HERE!
DOWNLOAD v0.5.2 HERE!
DOWNLOAD v0.5.1 HERE!
BELOW THIS ARE THE 1.7.3 COMPATIBLE VERSIONS.
DOWNLOAD v0.5.0 HERE!
DOWNLOAD v0.4.8 HERE!
(Yes, I skipped 4.6 and 4.7. Don't ask.)
DOWNLOAD v0.4.5 HERE
DOWNLOAD v0.4.0 HERE
DOWNLOAD v0.3.0 HERE
DOWNLOAD v0.2.0 HERE
DOWNLOAD v0.1.0 HERE
Excellent Doggy Texture Resource (DJPersnickety): http://www.minecraft...ins-100-styles/
Not good enough for you? Well then, here's a link to a bunch of epic 16x resolution textures that work well with the new model size options! Special thanks to Gilberreke for the textures!
http://www.mediafire...c2kke00l3l2z9qs
Banner Code:
Banner by Purpleebchan:
CHANGELOG:
2.2.3: Fixed drowning bug, made dogs drop what they're carrying on their back when given a command, and added in a config option to reduce the frequency at which dogs will bark, if it gets on your nerves at all. 10 is default, anything higher won't do anything, 0 will disable their barking, panting and whining, but they'll still growl to warn you of creepers.
2.2.2: Click here for full changelog
2.2.1: Added a small bit of code to accomodate an upcoming Simply Horses feature.
2.2.0: Ported to use Sparrow, Dogs will defend Villagers and anything classified by Sparrow as your friend Command beam no longer works on your pets or friends (as defined by sparrow), since you'd never want to kill them anyway, and dogs will auto-aggro anything classified via Sparrow as a hostile/predator (unless it's a pet/friend of yours).
???: Added the dire doggy, dire treat, a slew of bugfixes, made the food meter appear higher up when riding a dog, for easier reading, nerfed wolfmount.
2.0.2: Changed the super treat recipe to require gold apples instead of melons, since it's often extremely annoying to find mineshafts.
2.0.1: assorted bugfixes, message feedback whenever you issue an arrow key command, the option to make your dog obey other players, made the breeding bone recipe output 2 instead of 1, made puppies unable to learn skills, added the option in the config file to disable hunger, and a brand-spanking-new guide, which you should totally read and provide feedback on.
2.0.0: Added arrow key commands, configurable permadeath, optional extended childhood for puppies, made dogs tilt their heads and beg at more stuff, prevented doggydash from applying to chasing you while you have a breeding bone, moved DoggyTex and Command control to the naming GUI (old methods still exist just in case), made dogs properly make the death sound upon becoming incapacitated.
1.9.7: HunterDog and MagiMutt nerfed slightly, since they were kinda ridiculous. Level 5 PackPuppies also no longer auto-pick up drooled throw bones, so you can actually properly play fetch with them Also, dogs are made a bit more lively, I'll let you figure out what I mean by that on your own
1.9.6: Updated to 1.2.4
1.9.5: Auto-Aggro works.
1.9.4: Fixed config file, FINALLY.
1.9.3: Fixed PackPuppy item-destroying bug.
1.9.2: Fixed a display bug with the PackPuppy GUI.
1.9.1: Changed the food Bowl ID back to 200. Sorry about that, I did that as a test and forgot about it.
1.9.0: Updated to 1.2.3. The dogs have not changed at all, they still use the old AI, because the new one currently is buggy and has practical and aesthetic shortcomings. I may update to the new AI once it matures later though.
1.8.7: Fixed lag issues that sometimes cropped up with the food bowl, fixed some weird bugs with the sitting function of the command emblem, happy eater is now properly reset by collar shears, and food bowls now drop their contents when broken.
1.8.6: Dogs breed with Breeding Bones now, crafted with a master treat, cooked fish, cooked pork, cooked chicken, and cooked beef, in a shapeless recipe. This fixes the annoying buttscooting while attempting to train dogs.
1.8.5: Fixed a bug with my changes to happyeater.
1.8.3/4: Added the food bowl, finally fixed the throwbone bug, extended the elbow room from tool holding back to its original values, and made it so that dogs can be made to sit or stand up remotely by using the command emblem on them.
1.8.2: Dogs can now walk through doors! Yaaaaay!
1.8.1: Fixed DoggyDash and removed the derpadash bug again
1.8.0: Changed DoggyCharm to be crafted with 8 gold blocks and a master treat, since gold apples have been wtfnerfed. Added hunger requirements when riding, and small ones when they're sitting down or wandering, but also increased how long they can go without food, it's no longer faster at higher nourishment. Oh, and also, updated to 1.1 of course.
1.7.4: Fixed my accidental removal of the easter egg that happens when you feed a doggy a golden apple
1.7.3: New skill leveling system that no longer requires a massive number of items. Added PuppyEyes skill.
1.7.2: Added elbow room to tools, added mastery bonuses to all skills, nerfed the maximum level dogs can reach, simplified super and master treat recipes, added 4 new skills, made right clicking on a dog with a compass set the dog's "home" for use in the nether, made training treats only convert tamed dogs, made collar shears able to revert wild dogs back to tamed wolves for safe uninstalling, fixed dogs auto-aggroing following livestock, made dogs capable of eating mod-added wolf food, and much much more!
1.6.5: Puppies!
1.6.4: Dogs will auto-revive if given some time to rest, healing rate slightly nerfed, possibly fixed the problem with infighting while wandering when you're not online, made dogs shake off snow in snowy biomes rather than water, tightened wandering perimeter around the bed, added config file for item IDs.
1.6.3: Quick bugfix with the wandering behavior.
1.6.2: Added puppyhat, playing fetch, throwbones, droolbones, updated wandering behavior, and added BedFinder Skill!
1.6.0: Updated to 1.0.0, made the installation a billion times easier, and fixed shift-clicking with packpuppy.
1.5.92: Fixed mo' creatures spawning glitch. Dogs are now persistent no matter what mods do to the base classes.
*Small fix to 1.5.8 regarding following behavior with tools and the permadeath glitch while riding.
v1.5.8:
*DoggyDash now improves running speed of dog when it has a target.
*New skill system. No more chance, you expend skill points equal to the desired level of the skill with each stat-up. You gain more points by leveling up, and you level up by feeding your dog training treats, super treats, or master treats, depending on the level.
*2 new items, super treats and master treats. Super treats are crafted by surrounding a melon with training treats, and Master treats are crafted by surrounding a diamond with Super treats. These recipes each produce 8. The original training treat recipe now only produces 1.
GUIDE:
WHAT IS DOGGY TALENTS?
So when I finally learned how to mod Minecraft, I'm sure you can guess what feature of the game I felt most desperately needed tweaking.
This mod is intended for wolf fans everywhere. With it, you can make your beloved pet wolves more personalized, helpful and fun. You can name your dogs, change their textures, train them in 18 different skills, play fetch with them, and so much more. Furthermore, it edits no base classes, so anybody can download and install it easily no matter what other mods they use.
If you're interested in learning more, keep reading and I'll teach you everything you need to know about this mod!
Besides that, you can also summon one by using a doggy charm. With this mod installed, you'll be given one of these (along with a command emblem) whenever you start a new world, but you can craft more of them later (though it's very expensive).
You can also breed dogs by giving two dogs breeding bones.
This lists all of the skills your dog can learn. More on those later. If you click the "Settings" button in the bottom left corner, you'll be greeted with this screen:
Here you can assign various settings:
1: Set your dog's texture (doggytex)
2: Set the size of their muzzle, tail and legs
3: Name your dog
4: Choose whether or not your dog will listen to other people, in case you want to share your world or loan a dog for a while (Note: only the original player to tame this dog can change this setting)
5: Set your dog's attack setting, which determines how (and if) your dog picks things to attack:
*Auto-Aggro: If this is on ("Attacks Threats"), your dog will attack anything near it that is trying to hurt you. This will also cause them to leap to the defense of any other dogs that have come under attack directly.
*Command Beam: If this is on ("Obeys Command Beam"), your dog will attack anything you target with a command emblem. You can do this by right-clicking with it, which will fire a snowball-like projectile that doesn't do any damage, but marks whatever it hits as a target for nearby dogs. If it hits a dog, however, it will just make the dog sit/stand.
There are 4 attack settings you can cycle through, allowing you to have your dog respond to one, the other, neither, or both methods of targeting.
Docile: Doesn't attack
Tactical: Only attacks what you target with the command beam.
Aggressive: Auto-Aggros AND obeys the command beam.
Berserker: Auto-Aggros, ignores command beam.
If you want to go back to the skills screen, just click the "skills" button in the bottom left corner just like before. When you want to exit the menu and get back to the game, simply click the "Done" button at the bottom. If you named your dog, you should see that the name you chose now shows up above your dog's head, just like other players' usernames in multiplayer. If you get closer to your dog, you should also see a letter and number in parentheses (unless you turned off hunger in the config file). The letter represents your dog's current setting, which is usually its attack setting, though two others exist, which will be covered later. The number is your dog's current food level, covered in the CARE AND FEEDING section of the guide.
Right click while holding control (by default; see THE CONFIG FILE for more details) to access your dog's inventory screen. If your dog has any levels in the PackPuppy skill (see TRAINING YOUR DOG), you should see some inventory slots available.
Right click with a bone to make your dog sit on top of your head. Just make sure there's room above you or your dog could get hurt! To get your dog off of your head, simply right-click again with a bone.
Sleep in a bed (currently doesn't work if you have Somnia installed) to make any dogs in loaded chunks recognize that spot as their home.
Alternatively, you can right click with a compass in hand to set your dog's home to their current location.
Right click with an arrow to set your dog in wandering mode. Wandering dogs will have a (W) above their heads instead of their attack setting. Just like sitting dogs, wandering dogs will not teleport to you or follow you around. Unlike sitting dogs however, they're still free to wander around. They prefer to wander in an area 30 blocks around their food bowl (the last one they've walked over), but this is not 100% reliable, so it's still recommended for you to set up a playpen for your dogs to ensure they don't get lost.
Right click a tamed dog with collar shears to release your dog. Your dog will become wild, but will not get angry when hit, and can be re-tamed with bones. If you re-tame the dog, you'll notice that its skills have been reset, but it still has its level (see TRAINING YOUR DOG). Alternatively, if you wait a few seconds and then right-click on the dog with collar shears AGAIN while it's wild, it will turn back into a tamed vanilla wolf under your control. You cannot do this with dogs that belong to somebody else, even if they've been set to obey you.
You can also use the arrow keys (see THE CONFIG FILE for how to change it to other keys) to issue commands to your dogs within 20 blocks of you:
*Come: up arrow, causes your dogs to stand, exit wandering mode, and cancel any attacks they were in the middle of doing.
*Stay: down arrow, causes your dogs to sit, exit wandering mode, and cancel any attacks they were in the middle of doing.
*Okay: left arrow, makes your dogs stand up and enter wandering mode.
*Heel: right arrow, makes any dogs that aren't sitting or wandering instantly teleport right next to you and sit down.
Hunger System:
First off, dogs use a hunger system, just like the player. When fed, your dogs will regain health over time (though they will heal significantly faster if they're sitting), but if their food level drops to 0, your dog will gradually take starvation damage. When you feed your dog, instead of instantly regaining health, it will gain nourishment points, or NP. The maximum NP a dog can have is 120, and your dog will gradually lose NP over time. While sitting/wandering, dogs lose 1 NP every 30 seconds, meaning 120 NP will last them an hour. While following you, dogs lose 1 NP every 15 seconds, so 120 NP will last 30 minutes. If you have far too many dogs to be able to feed all of them, or just don't feel like micromanaging your pets, you can also turn hunger off (see THE CONFIG FILE for details).
By default, your dogs can eat beef, chicken and pork, cooked or raw, and they restore 40 NP. If mods add any food items classified as edible by wolves, they can eat these too, for 30 NP. Your dogs need the HappyEater skill to eat rotten flesh or fish, but if they have the proper levels, these will restore 30 NP as well.
You don't have to feed your dogs by hand, however; you can also set up a food bowl so the dogs will feed themselves when they get below 60 NP. To do this, first craft a food bowl and place it on the ground. Next, put food in it, either by dropping food on top of it or by accessing the bowl's inventory with a right-click. Finally, get your dogs to walk over the food bowl so they will recognize it, and set them to wandering mode. If you don't have a playpen set up for your dogs to wander in, you can also just have your dogs sit on a food bowl and they'll eat from it.
Incapacitation:
Dogs can't die. As long as it has been tamed, no amount of damage will ever actually kill a dog (you can change this though; see THE CONFIG FILE). They can, however, become incapacitated, which prevents your dog from using most of their skills or attacking. If a dog is incapacitated, an (I) will appear over its head instead of its attack setting. You can revive your dog by letting it rest for a while (make sure it's well fed), using a healing potion on it, or feeding it cake.
Breeding:
As mentioned earlier, if you give two dogs breeding bones, they will have a puppy. By default (see THE CONFIG FILE), puppies will take 10 days to grow up instead of just one. They're also born wild, so you'll need to tame them with bones before you can do anything with them.
*Dogs will keep their distance from you (5 to 10 blocks) when you're holding a sword or tool. This is to give you some space while mining, or elbow room while fighting.
*Dogs will wag their tails when they haven't seen you in a while, or when you're holding something they like (a treat, food, etc.), or occasionally just at random.
*You can play fetch with your dogs by crafting a throwbone and right-clicking to throw it. Any dogs that are following you will chase after it. One of them will grab it and bring it back to you. It'll be a bit slobbery when they bring it back, but you can clean it by putting it in your crafting window.
*Dogs will shake snow off of themselves instead of water when they've been out in the snow.
*Dogs will teleport to a space 3 blocks to the northeast, southeast, northwest, or southwest of you, instead of always right next to you in the same direction. This will prevent them from teleporting in your path at inconvenient times, while still letting you see them teleport.
*Dogs won't teleport into lava or fire, though they can teleport into water.
Your dog starts off with 15 points, but you can get more by feeding your dog some treats. Every time you feed your dog a treat, it gains a level, up to level 60. In addition to granting more skill points, Increasing your dog's level will increase its base attack power and max HP. There are 3 tiers of treats, and higher tiers are required to bring your dog to higher levels:
Training Treats: the most basic treat, and can't raise your dog's level past 20.
Super Treats: the middle-tier treat, can increase your dog's level up to 40.
Master Treats: the ultimate treat, can increase your dog's level all the way up to 60.
At level 60, your dog will have 75 points to spend, which is enough to max out 5 skills. Since levels get increasingly more expensive, you may prefer to, say, bring 3 skills up to level 4 instead of 2 to level 5. However, getting a skill to level 5 grants your dog a special mastery ability.
Also, there is now a way to upgrade your dog even further, to a Dire Doggy! To do this, you'll need some Dire Treats, the most powerful and expensive treats of them all. However, if you get your dog up to level D30 (the 30th level attained from a dire treat), they will become a Dire Doggy, which gains the following benefits:
*15 free skill points
*nourishment depletes at half speed while following you (so it's the same as wandering/sitting), and also half as fast while riding it. It also goes faster while riding it.
*Even if permadeath for dogs is turned on, this dog cannot be killed.
*Enderitch particle effects
*Slightly faster movement speed while attacking
The skills are as follows:
BlackPelt: Improves critical hit rate, which increases damage by 50%.
GuardDog: Increases the chance that your dog will completely block a physical attack.
HunterDog: Every level grants a 10% chance to make anything your dog kills drop its loot twice. Level 5 grants an extra 10%, bringing it up to a 60% chance.
HellHound: Lets your dog set things on fire with its attacks. The higher the level, the longer the fire lasts. Mastering this skill grants your dog immunity to all fire damage.
PackPuppy: Each level gives your dog 3 inventory slots in its PackPuppy GUI (see COMMANDS AND INTERACTION). At level 5, your dog will also automatically pick up any nearby items if it has space in its inventory. It will not, however, pick up throwbones or drooled throwbones, since that would get in the way of playing fetch.
PillowPaw: Every level lets your dog fall 3 more blocks before it starts taking damage. Mastering this skill makes your dog completely immune to fall damage, and also capable of floating/gliding when it jumps.
ShepherDog: Put some wheat in your hand, and any trained ShepherDogs will immediately rustle up some nearby livestock and carry them for you, making it easier to transport livestock long distances. This is quite tiring though, and costs a lot of nourishment (the cost is reduced with higher levels in the skill). To have your dog drop the animal, simply right-click on the dog.
CreeperSweeper: A dog with this skill can smell creepers in the area, and if your dog isn't sitting, it will growl to warn you. The range at which your dog can detect creepers increases by 6 blocks per level, and mastering this skill will make your dog capable of attacking creepers. Your dog will reset the creeper's detonation timer with each attack.
DoggyDash: Increases your dog's movement speed while chasing a target. Every level grants a 12% increase, and mastering it grants an additional 15% increase.
FisherDog: Whenever your dog enters the water, it may catch a fish, which it will give to you when it shakes itself dry. The chance of catching a fish increases with level, and any points in HellHound may cause the fish to be pre-cooked. Mastering this skill lets your dog breathe underwater.
HappyEater: Increases the NP your dog gets from food items by 10% per level. In addition, level 3 lets your dog eat rotten flesh, and level 5 lets your dog eat fish.
BedFinder: While a dog with this skill is on your head, it will look in the direction of your home (see COMMANDS AND INTERACTION for how to set your home and how to put your dog on your head). The range at which it can do this is equal to 200 blocks per level, but becomes infinite at level 5.
PestFighter: Inflicts 1 point of damage on all nearby silverfish at random. Increasing the skill level increases the range by 3 blocks, and mastering the skill doubles the damage.
PoisonFang: Your dog's attacks will poison their target, and the poison's duration increases with level. At level 3 your dog becomes immune to poison, and mastering this skill allows you to cleanse yourself of all potion effects, including poison, by right-clicking on your dog with a spider eye, at the cost of 30 NP.
QuickHealer: Improves the rate at which your dog heals without needing to rest. Max this out and your dog will be able to heal 50% faster by sitting.
RescueDog: If you're at critical health and a dog with this skill is following you, it will attempt to heal you half a heart per level in this skill, at the cost of 100 NP. Mastering this skill reduces the cost to 80 NP.
PuppyEyes: This skill will cause your dog to warm the heart of any villager, prompting the villager to give you presents! Higher levels in the skill increase the quality of the random gifts. This can only be done once every two Minecraft days. Mastering the skill allows you to do this once every SINGLE Minecraft day.
WolfMount: Teaching this skill to your dog will let you ride it by right-clicking on it while jumping. Your dog's abilities while you are riding it are determined by a couple other skills:
*WolfMount slightly increases speed and slightly increases jump height
*PillowPaw increases jump height, and the gliding effect of mastering it still applies
*DoggyDash increases speed
*Unless your dog has mastered the FisherDog skill, it won't be able to swim while you're riding it
*If you have mastered HellHound, your dog will make you immune to fire damage as well.
A few other things to keep in mind:
*Dogs can automatically climb up heights of one block as if they were stairs, for smoother travel.
*Riding your dog drains its food level rather quickly (unless hunger is off, see THE CONFIG FILE), at a rate of 1 NP every 5 seconds.
*It's not as fast as, say, a horse, but it's far more nimble and agile, capable of maneuvering through trees and over mountains with ease!
Training Treat:
Super Treat:
Master Treat:
Dire Treat:
Breeding Bone:
Command Emblem:
Collar Shears:
Doggy Charm:
Throw Bone:
Dog Food Bowl:
IDs:
Anything ending in "ID" is an item/block ID number, and these can be changed if there's a conflict with another mod's items/blocks.
Keys:
These are a bit trickier; basically, these numbers determine which keys are used for various actions. To find out which number corresponds to which key, I recommend looking at this handy link.
*ComeKey: Determines which key issues the "Come!" command. Default is UP.
*StayKey: Determines which key issues the "Stay!" command. Default is DOWN.
*OkayKey: Determines which key issues the "Okay!" command. Default is LEFT.
*HeelKey: Determines which key issues the "Heel!" command. Default is RIGHT.
*PackKey: Determines which key you need to hold down while right-clicking to access your dog's inventory. Default is LEFT CONTROL.
Settings:
Finally, the settings. These let you toggle certain features of the mod by setting them to true or false.
*AllowPermaDeath: If false, dogs become incapacitated instead of dying. Default is false.
*TenDayPuppies: If true, puppies take 10 Minecraft days to grow up instead of 1. Default is true.
*IsHungerOn: If false, dogs won't lose NP over time, and their food level/command setting will not display above their names. They will still lose NP from using certain skills that cost NP to use (besides WolfMount). Default is true.
FAQs
Q: My dog isn't attacking anything!
A: Your dog is probably set to docile mode, this can be changed via the dog's menu.
Q: Right clicking with an item in hand doesn't do what you say it should.
A: For various reasons, certain right-click actions require your dog to be at full health. Let your dog heal up and try again.
Q: My dogs aren't listening to me.
A: Dogs, like wolves, recognize their owner via username, and therefore won't recognize you if you tamed them online but are now playing offline, or vice versa. If you want your dogs to obey you online and off, right-click on them with a sign.
Q: I have downloaded your mod, converted my wolves to dogs, and now, for some of many possible reasons, want to uninstall it. Will I lose my wolves?
A: If you keep them as dogs when you uninstall the mod, yes you will. However, as I detail in the COMMANDS AND INTERACTION section of the guide, you can use collar shears a second time to turn your wild dogs into tamed vanilla wolves again. I added that in as a contingency plan for exactly this kind of situation.
Q: My dog isn't doing anything and whines a lot.
A: Your dog is almost certainly incapacitated. Feed it cake, use a splash healing potion, or let it rest to get it back to normal.
Q: I'm having an issue with the mod, but it's not covered here.
A: You might have discovered a new bug. Re-read the guide first to make sure you haven't missed anything, and then post this issue you're having in this thread.
Click here to download a PDF version of the guide!
COMPATIBILITY:
This mod no longer edits any base classes, so it should be compatible with absolutely everything. If this is not the case, please alert me immediately, and I'll add it to the list of incompatible mods below:
INCOMPATIBLE MODS:
none that I know of. However, since the update to v1.2.3, I've had to start using an incredibly hacky method to access a private variable in the entityliving class (basically, game says my dogs can't see it, I make them see it anyway using indirect methods), and it's possible that mods that edit entityliving improperly will cause that method to instantly crash the game. Modders can avoid this by adding their new variables to the END of the variable list rather than in the middle or beginning, so they're still in the same order, which is a good idea regardless.
Sparrow CustomStringAndResponse:
This mod currently uses one Sparrow string for customStringAndResponse. If you have "DTtargetmod" cause it to return "no", dogs won't attack this entity under any circumstances, and if you have it return "yes", it will attack it on sight, no matter what.
SPECIAL THANKS:
*Azathoth for the packpuppy gui
*MetroidFood for the naming gui, which I modified to display skills as well
*ZuesKin for the Training Treat and Emblem graphics!
*Crimson Wolf for the Collar Shears, Doggy Charm, Super Treat and Master Treat graphics!
*Sothe Coslinde for the Dog Food Bowl and Breeding Bone Graphics!
*FlowerChild for his highly useful advice on various aspects of coding. The 1.2.3 port might not have been possible without him.
*Direwolf20 for his excellent mod spotlight, as well as the great feedback and suggestions he has provided
*Jeff9219 for the Dire Treat texture!
*Lil' Avii for her advice and input, and her assistance in making Sparrow!
*Gilberreke for the awesome doggytex pack!
*Purpleebchan for her lovely signature and LP
2) wall of words is bad.
Pics of what? I don't have anything visually different in the mod yet.
Okay, will do!
Thanks for the heads up, I fixed it now.
Thanks for the input! A fetcher class... Hm... That sounds useful, but I'm having trouble thinking of how you'd command it to grab a particular block, purely from a controls perspective. I'll consider it though!
Already planned! :smile.gif: It's gonna be called the Sic puppy, and it'll hunt on its own when you give it a bone (all special abilities will be activated with bones), and will stop when you have it sit again.
Currently planned skills:
Ookamikaze: Will explode (not hurting itself or you) when fed gunpowder.
BlackPelt: Improved damage and defense.
Mount: Can be ridden, granting you drastically increased speed and jump height, immunity to fall damage, and the ability to climb up full blocks as if they were half-steps.
PuppySnipe: Will target non-creepers you attack with arrows.
Watchdog: Howls when a creeper is nearby, will "point" (the SMP standing/sitting glitch) in the direction of the creeper when told to sit.
Hunter: If given no other orders, this wolf will auto-aggro on livestock when you're holding a stick.
Fetch: If given no other orders, this wolf will collect nearby drops while you're holding a stick, then drop them within your collection range if it's carrying anything. This takes priority over hunter, so that a wolf will kill an animal, bring you the spoils, then get back to killing.
If you have any other suggestions, please let me know!
you could make him catch sticks!
you drop sticks with the Q key, the wolf goes after it, catch, and releases at your feet... what do you think?
maybe you could also make you trow sticks longer, so it will be more fun...
Maybe you could make they to be able to ride... maybe you could make a "wolf sight", I mean.. everytime the wolf "senses" an enemy, it will bark to alert you, you could make this sense at medium range, IDK... just some ideas... =) hope you like it X)
I have wolf mount and "creeper watchdog" planned, but playing fetch doesn't seem worth using a skill slot on. However, I'd be happy to try and make that a new feature that all dogs can do, just for giggles... But the skill system comes first.
He generates explosions, he doesn't explode himself. I guess. Look, it's just a game.
The items you use to teach them to be mounts also imbue them with superlupine speed, jumping, and spinal structural integrity.
This is exactly what I was afraid would be a consequence if I didn't put a control on there. That's obviously an unfortunate possibility, and "just don't take a stick out" doesn't seem to cut it as a solution. I'll work on making an exception to baby animals when I get to that part.
Well, if you don't like certain skills, you can just not teach them to it. Each skill has to be taught, and it won't exactly be the easiest thing in the world to do this for each case.
Glad to hear you like the Watchdog idea though.